As a first-time creator of the inspector plugin, it took
a while to actually understand exactly what's happening and
what's needed, so I've expanded with the information that I felt would
help make the tutorial easier for people doing their first foray into
making one of these plugins.
Unless I am mistaken, you cannot directly call the hit method, and must use .Call(). Seems to not even be capable of compiling, not sure how much these C# sections are tested?
I also presume there's not much reason to shorten collision to collsion, so I threw that change in as well.
Not sure I got this right but it seems like duplicate code to me.
Furthermore I'm not sure what we can use this **time** for as $player.play has no timing arguments to compensate for. There is no `$player.playDelayed(time)`.
Tutorial for 3.2 suggests calling 'add_custom_property_editor' which is not a member of EditorInspectorPlugin; however 'add_property_editor' does exist.
* Added images for AnimatedSprite from spritesheet
Added images to show how to use the AnimatedSprite class with a spritesheet in the tutorial.
* Using AnimatedSprite with a sprite sheet
I updated this tutorial to show how to easily use a sprite sheet with the AnimatedSprite class, including some screen shots. I changed the old wording that makes it sound like you cannot use a sprite sheet with AnimatedSprite. I also changed the wording that makes it sound as if you must choose between using the AnimatedSprite class or the AnimationPlayer, as you can use an AnimationPlayer with an AnimatedSprite.
* Changed wording on proposed update
I changed the wording to remove "easily" and verbs ending in "ing" to meet the doc's writing guidelines.
Rewrite the intro to explain what the reader will find in this guide and list
debugging tools right away.
Review grammar and improve the text's clarity.
`-rdynamic` flag is needed to properly export the symbols (otherwise Godot may not find them).
Also changed to use the more common `.o` extension for objects on Linux.
* Explain why we store the return value from KinematicBody2D.move_and_slide
Close#2934
* Edit using_kinematic_body_2d, use direct voice over the passive voice
The `code` directive highlights all sources as GDScript. Other languages are
highlighted incorrectly at the moment, even if `.. code:: [language]` is
specified.
It does, however, work with the `code-block` directive. The reason seems to be
that this directive is Sphinx specific.